Presenting
Arcana Unearthed: The Malhavoc Handbook
In
August of 2003, Malhavoc Press will release Arcana
Unearthed: The Malhavoc Handbook. This 256-page
hardcover product is a "variant player's handbook,"
meaning that it contains all the material needed to game
in complete compatibility with the Open Game Content material
presented in the 3rd edition of the world's most popular
fantasy roleplaying game.
But
this isn't just a re-presentation of material already
familiar to hundreds of thousands of gamers worldwide.
Arcana Unearthed contains new material in the form
of all-new classes and races, and hundreds of new spells,
skills, and feats. In essence, the core of the game remains
the same, but all the modular pieces are entirely new.
The new material is balanced to work with existing Open
Game Content, but it has also been carefully designed
to stand alone. You can play using only with the Arcana
Unearthed, if you desire.
Frequently
Asked Questions
Is
this a d20 product?
No. It's been created under the Open Gaming License, but
not under the d20 License. Basically, the main difference
is that under the OGL, we can provide character creation
rules.
Is
it a stand-alone game?
Yes, actually, although it utilizes core rules familiar
to most players, and it can also be used as a supplement
for existing Open Game Content games.
I've
seen your alternate ranger, sorcerer, and bard classes.
Will this book contain those and more redesigned classes
like them?
No. That's not what this book is about. It has NEW
classes and races and so on. Like the original player's
handbook, they are integrated to fill all the necessary
"niches" of characters that people want to play,
and they are all meant to work together as a whole.
Is
this just another book of classes, spells, and feats?
No. It is quite literally a variant player's handbook.
You can use this instead of the player's handbook you
have. All the races and classes and rules in this book
have been designed to form a cohesive whole. They are
balanced to work together and created to be complete in
this book. That is to say, there are no traditional "roles"
you'd like a
fantasy game to fill that this book doesn't cover -- but
it covers them in a way that is unique. People who want
to play spellcasters can choose to be runethanes,
who draw their magical power from symbols and sigils,
or a witch who not only casts witchcraft spells
but manifests one of many types of specific and mysterious
witchery powers. Those who favor the more heroic warrior
can play an unfettered, who uses wild tactics as
well as grace and speed in combat, or a totem warrior,
who calls upon the power of a particular animal spirit
to grant him special -- often savage -- powers. And this
is only the start.
I
already have a player's handbook. Won't I be purchasing
a lot of the same material twice?
Not
really. Every class in Arcana Unearthed is completely
new. Every race (except humans) is completely new. Magic
works differently. Most of the feats are different. There
are even some interesting changes to the skills and the
combat system. You don't have to utilize all the changes
if you don't want to (the classes, feats, spells, and
so on will work with the traditional rules), but the material
offers you some interesting options. Besides, if, as a
player, you choose to use a race and class from the Malhavoc
Handbook, you'll then have everything you need in one
book rather than two.
Okay,
you mentioned some of the new classes, but what about
the new races?
There are a lot of races in this book. The faen
are diminutive magical creatures that can metamorphose
into winged sprytes. There are giants, tall
and noble, who serve as stewards of the realm. The mojh
were once human, but they magically altered their
own physical beings to resemble the dragons that they
revere. Likewise,
the sibeccai (SIB ba kai) were once beasts but
the giants mystically elevated them to the status of intelligent
humanoids -- but they retain aspects of their feral, canine
natures. And there are many more. The only race that remains
unchanged is the human race.
Hmm.
Some of those races sound powerful. Do they have level
equivalents?
No, the Arcana Unearthed handles that problem
in a different way. Some of the races have special racial
level progressions that can be taken like classes to gain
unique racial abilities. All the races start out as viable
1st-level characters, either with traditional classes
or racial classes.
And
feats? How are they different?
A handful of feats will be familiar to you, because
they are so basic in their function. Others, however,
will be all-new. For example, there is a whole new type
of feat called the talent, which is a special ability
that you can choose only at the start of the game. There
is another type of feat called the ceremonial feat
that one can gain only after performing certain rituals.
What
else is different?
Lots of things. For example: magic. The spellcasting
classes have mostly new spells. The magic system is very
different in many ways, actually -- particularly in the
creation of magic items and in the flexibility of the
spells. Anyone who's a little tired of the traditional
"prepare, then cast" method of handling spells
will find the ability to alter the a spell's power and
weave together minor spells into larger ones very interesting
and fun. Individual casters can tailor the spells they
know to make them unique.
And
that's just for starters. There's new equipment, weapons,
and armor. Alignment is gone. The concept of arcane and
divine magic is gone. And lots more.
What's
the same?
The core rules concepts. How classes, races, levels, feats,
skills, and so on work. The basics of combat, combat actions,
saving throws, and so on. You know how this game works.
What
is the "feel" of the material? Is it what I'm
used to?
Yes and no. This is still fantasy roleplaying. If you
want to fight dragons wielding a mighty sword or rain
down fire with mystical spells, we've got you covered.
But there are differences. The rules material is intentionally
less generic and more flavorful. If you want to play a
very basic swordswinger or spellcaster, you've already
got that it your existing player's handbook. This material
has a sweeping feel, where the things that people do are
rooted in deep traditions and governed by important rituals.
The interaction of the races is very complex -- for example,
do humans appreciate the protection and guidance of the
giants, or do they resent it? And how do they react to
the mojh and the runechildren, two groups of people who
have willingly transformed themselves magically (and permanently)
into completely new and different races? Lots of roleplaying
potential is locked within the flavor behind the rules.
That
doesn't mean that you can't easily drop this material
into an existing campaign. However, it does mean that
for people who want to use it, there's a lot to grab onto
-- and a lot more than just rules.
Who
are you aiming this product toward?
Two groups of people. First, Arcana Unearthed is
for anyone who plays an Open Game Content fantasy roleplaying
game now who wants some new and innovative material from
one of the original designers of 3rd Edition Dungeons
& Dragons to add to their game . If there's anything
in the book a player doesn't like, he can just play with
what he's used to instead. From that point of view, it's
all modular and optional.
Second,
it's aimed at people who are very familiar with their
fantasy RPG, who have been playing the game for years
and like the rules, but want to breathe new freshness
into their game night. These gamers don't need to learn
new rules, but will have enough options to play new and
exciting characters for years to come. Imagine 10 new
races and 13 new classes, with new feats, skills, and
spells to choose from. It will be just like the first
time they played the game, when everything was new and
exciting. From this point of view, it's all a complete
package.
Will this be an electronic product, a print product
or both?
Unlike most Malhavoc Press products, this book will not
appear as a PDF first. The hardcover print edition available
in August for $29.95 will be the book's debut.
(Well, we'll have some at Gen Con in late July.) Shortly
thereafter, portions of the new material will be available
as individual PDFs for sale at www.montecook.com, for
people who prefer electronic formats or just don't want
the entire book.
What
sorts of support materials will there be?
Right after Arcana Unearthed is released, Malhavoc
Press will publish The Diamond Throne: Malhavoc Handbook
Volume II. This book presents prestige classes, magic
items, and monsters created to be compatible with the
rules found in Arcana Unearthed (but compatible
with other Open Game Content products as well). It also
provides some setting background and flavor for DMs that
want to focus on a Malhavoc Handbook-only campaign. It's
our intention to provide adventures and more sourcebooks
for this material at the end of the year and into 2004
as well.
This
is a lot to take in at once. Will we be able to learn
more specifics?
As the year progresses, this website will be offering
lots of previews of the new material and providing an
insider's look at the reasons for the changes, why certain
things work the way they do, and how it all comes together.
Also, for more information right now, check out my interview
in the new issue of Polyhedron magazine, issue
155 (sold on the flip side of Dungeon #96). Look
for the issue on newsstands December 10.
The
product's name reminds me of an old D&D product. What's
the deal with that?
When I was young and got my copy of the 1st Edition Advanced
Dungeons & Dragons book Unearthed Arcana,
I thought it was really cool. It had new classes, spells,
and rules for AD&D. But the one thing that I thought
could have made it cooler was if all the new stuff had
been meant to be a complete, stand-alone package. Thus,
the idea for a variant player's handbook was born years
ago. I've wanted to do this product ever since. Wizards
of the Coast has graciously said it was okay for us to
use this slightly different name for our book, and we're
thankful for that.